=?UTF-8?Q?J=C3=B3zef=20Kucia=20?=: wined3d: Recompute sampler count before allocating sampler range for compute shaders.
Alexandre Julliard
julliard at winehq.org
Wed Mar 15 16:41:52 CDT 2017
Module: wine
Branch: master
Commit: 8ca5577ed152602ce3a08d94efb1b17595639fa6
URL: http://source.winehq.org/git/wine.git/?a=commit;h=8ca5577ed152602ce3a08d94efb1b17595639fa6
Author: Józef Kucia <jkucia at codeweavers.com>
Date: Wed Mar 15 12:00:08 2017 +0100
wined3d: Recompute sampler count before allocating sampler range for compute shaders.
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>
---
dlls/wined3d/directx.c | 4 +++-
1 file changed, 3 insertions(+), 1 deletion(-)
diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c
index 23b10ba..53255de 100644
--- a/dlls/wined3d/directx.c
+++ b/dlls/wined3d/directx.c
@@ -3716,7 +3716,9 @@ static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info)
/* A majority of OpenGL implementations allow us to statically partition
* the set of texture bindings into six separate sets. */
gl_info->limits.graphics_samplers = gl_info->limits.combined_samplers;
- sampler_count += gl_info->limits.samplers[WINED3D_SHADER_TYPE_COMPUTE];
+ sampler_count = 0;
+ for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
+ sampler_count += gl_info->limits.samplers[i];
if (gl_info->limits.combined_samplers >= sampler_count)
gl_info->limits.graphics_samplers -= gl_info->limits.samplers[WINED3D_SHADER_TYPE_COMPUTE];
}
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